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Posts posted by volkov956
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Noticed a few things regarding the fixes
-AI Pathfinding for Bridge
AI Infantry still going beneath bridge instead of crossing it and coming out of the water with nothing
Tanks going beneath bridge and drowning + Explosion still happens
-LOD Fixed
No Complaints there works better!Better Performance and less tree poppping up+++
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So anyone know why when I put Battleye=0; into server.cfg it does not turn off battleye?
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heh the flying tanks and vehicle bug has been around for a while I have seen hopping M1's flying BMPS/T72/Shilkas/Tractors/Cars/Buses/Bikes just get a tank in the editor and start ramming stuff and watch some weird mayhem
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server.cfg right if so its still turning on.... its saying initialized
and yes my previous post was a spelling error lol
19:33:03 Dedicated host created.
19:33:04 BattlEye Server: Initialized
19:33:04 Host identity created.
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since its a dell what piddly PSU did they put in there? and let me guess there aint a fan on that heatsink is there just a duct that goes to a 80mm?
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Was running Battleye on our servers until one crashed.Restarted server and get this now
[/img]http://mirror.gamingsa.com/public/ArmedAssault/Videos/server.JPG[/img]
TurnedBattleye off and server starts ok.
how did u turn it off by chance?
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Was running Battleye on our servers until one crashed.Restarted server and get this now
[/img]http://mirror.gamingsa.com/public/ArmedAssault/Videos/server.JPG[/img]
TurnedBattleye off and server starts ok.
how did u turn it off by chance?
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tried the no Battleye=0; It still turns on :/ its installed but we want it off for the closed network since no outsiders can get in anyways no worries of cheating
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I recommend integrating Infinite Event Handlers helps Player AI being for responsive and quicker to act. I did that and it went well but it also creates more server lag
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if you dont want the T72 to engage with the MG as much add the Pilotisinvulnerable Line in the override file. Then if the T72 and other armor do shoot at you they wont just shoot at the pilot but generally at the plain instead descreasing the chance of the 1 SHOT from a T72 that kills the pilot not Sabot but 1 MG bullet
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well you could do like me and some friends did we made overrides for the missions we play that make armor more effective against small arms but sometimes even with overrides it does not help always.
We were disgusted with AA rockets that could take a T72/M1a1 out more aless after adjusting armor values to a defree AA rockets do no damage to tanks. The shooting of the rear track bug we cant figure out 30 shots can blow up any armor vehicle if shot in the right spot in the rear track area. We discovered that there is a point there where BIS positioned a High Damage area.
We discovered shooting at the lights on same armor also cause the alarm to go off and eject AI crew even if the tank is not damaged at all.
We tried the same things in OFP and could not recreate them. Damage also seems more positional in OFP. EX:
1a:If you shoot a engine in OFP you damage the Engine the tank more aless is Disabled. Tank does not explode damage is mainly at rear area.
1b: If you shoot a engine in Arma you damage the engine+ its not positional so tracks/turret/barrel will all get damaged. Result Exploding tank when any part gets redish
2a:Disabling a track in OFP will make a tank just drive circles or not move at all.
2b:Disabling a track in arma = No movement and impending explosion
3a:shooting a shilka in the rear track with 30 pistol rounds in OFP nothing happens
3b:shooting a shilka in the rear track with 30 pistol rounds in Arma Crew jumps out and Vehicle Explodes
4a:Default AA rocket VS tank in OFP = Nothing but a bump
4b:Default AA rocket vs tank in arma = severe damage and killing crew at times.
and I could list a whole book on comparisons but as u can see there is a little list
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nice gonna try it out
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BIS CTI = more aless no AI and is more like CH and there is no base building and both bases are in the exact same spot
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that does not look fully like MFCTI
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nope.....
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maybe someone can answer me this After installing the Init Handlers Infinite Addon my AI that are in my squad respond to orders faster and more accurately they also shoot enemies instead of Telling you about them and waiting a little while. We tested this on our dedicated server and noticed large improvement.
So is the team AI put back on the back burner normally only allowing for AI controlled teams to get prioty in MP? Seems Like Human controlled ai waits in a que while waiting for other AI controlled AI to go first normally without the mod.
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Any news when the bug tracker wiki will be up or the status of it?
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I got a x1600 and on the lowest settings on the labtop it runs the game at 16-24FPS :/
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yar I fixed it i removed the ; and the = so SetViewDistance 3000
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How does one force view distance in a OFP Mission the default 900 is not working for a mission i working on. Made Init.sqs with ;setviewDistance =2000 but thats not working I must be missing something
lol nm I just CnP my arma Init.sqs overide value into the OFP mission and it worked
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Do like we did we forced 3000 view distance on my server so we now see them when they see us
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I got a G9 and I have played it with arma not much dif between it in the G5's I have
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shooting from vehicles would help as well with AI ever see a ural coming at u and u shoot the driver and all the occupants in side just sit there while u gun them down 1 by one
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Mike Melvin btw suggested new news for MFCTI this february possibly
BattlEye problems
in ARMA - MULTIPLAYER
Posted
well I used the Battleye=0; like u suggested and its still being initialized am I missing something?